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Project -- LAByrinth


Zyxpsilon

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With this, i think i've just seriously reached my rational limit of possible simultaneous (lonely or with some help from skilled coders) tasks. ;)

 

In a few words, this should become very similar in scope and/or features to this LW-Pedia_DB version;

 

http://www.nexusmods.com/xcom/mods/637

 

Instead of tiny rectangular references, this one would require the friggin' cool Firaxis/Design "Hexagons" though. If anything, the incode functions & self-coloring mechanics makes them an obvious choice to insert numerical (and glyphs) short-cut tags while the other aspect worthy of consideration certainly is the auto-developping stringtext container/bars... as shown below.

 

http://s8.postimg.org/owlb77esl/Ref_Hexagons.png

 

Code-wise, i feel it's the most efficient solution to prepare a fully interactive device to explore gameplay facts, freely - smoothly - rapidly - intellectually - etc.

 

Eventually, i'll most probably need more HTML coloring schemas for these toggling UI marvels (bigger, wider, whatever is necessary or proven visually optimal during the inevitable concept steps). But you fully expected this rainbow approach, right? :)

 

And sooooooo, it begins -- all over again.

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So you can beat me to the punch?! :wink:

Good Luck... but, i always reveal my stuff on Nexus for anyone to follow. It's a clear modding principle i've been keeping dearly for years.

 

I will offer much more "Concept" details (as time permits) about this LAByrinth project over the next few weeks.

 

Here's a very generic Tech-Tree image developped last week by Jarcionek for the WiKi that defines the essential reasoning behind having such a structural POV when someone tries to understand the entire gameplay patterns. But this is external. Mine will be available --InGame--.

 

UPDATED!! http://xcom.wikia.com/wiki/File:ResearchTreeDiagramV7.png

 

Another here; https://raw.githubusercontent.com/mstum/xcom2/master/techtree/xcom2techtree4.png

 

Between ideas & projected steps towards realization (or coding, btw) -- there is a definitive rational gap; skills & willingness to put sweat and elbow-grease on the tasks ahead.

 

I can afford most of it (retired and rich enough to sustain a good life) but what matters most for me is that ANYONE with the proper mindset & determination can produce wild Mods for us all. The magic in community access is the dynamo. We are the imaginative gears. Firaxis gave us the blue-prints for some great wizardy results. Proof is Steam-Workshop as it stands presently.

 

Let's go... don't wait. DO **IT** NOW. :smile:

Edited by Zyxpsilon
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So you can beat me to the punch?! :wink:

Good Luck... but, i always reveal my stuff on Nexus for anyone to follow. It's a clear modding principle i've been keeping dearly for years.

 

I will offer much more "Concept" details (as time permits) about this LAByrinth project over the next few weeks.

 

Between ideas & projected steps towards realization (or coding, btw) -- there is a definitive rational gap; skills & willingness to put sweat and elbow-grease on the tasks ahead.

 

I can afford most of it (retired and rich enough to sustain a good life) but what matters most for me is that ANYONE with the proper mindset & determination can produce wild Mods for us all. The magic in community access is the dynamo. We are the imaginative gears. Firaxis gave us the blue-prints for some great wizardy results. Proof is Steam-Workshop as it stands presently.

 

Let's go... don't wait. DO **IT** NOW. :smile:

hehehe, nah i am not an artist at all, but a coder i am. i am looking for cooperations because it's nice to have someone to have your back if you write a bug or unavailable for a short period of time not to take someone's idea and claim it as my own, i would like some recognition yeah but i am not an ar**hole :smile:

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Yeah well... someone else has been quite active to integrate another kind of static image straight into the game, BTW!

 

http://steamcommunity.com/sharedfiles/filedetails/?id=630693520

 

See -- it's very easy in this wacky wild world of talented Modders (or intellectually sharp minds) to get beaten to every worthy ideas anyone can suddently have or think about for too long, like what half-a-day or less!! :laugh:

 

Congrats to AlexF -- whomever that (almost) thief is. :D

 

PS; Send me your credentials ... maybe i'll hire you for this stuff.

Edited by Zyxpsilon
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Yeah well... someone else has been quite active to integrate another kind of static image straight into the game, BTW!

 

http://steamcommunity.com/sharedfiles/filedetails/?id=630693520

 

See -- it's very easy in this wacky wild world of talented Modders (or intellectually sharp minds) to get beaten to every worthy ideas anyone can suddently have or think about for too long, like what half-a-day or less!! :laugh:

 

Congrats to AlexF -- whomever that (almost) thief is. :D

 

PS; Send me your credentials ... maybe i'll hire you for this stuff.

yeah, but it's not the most difficult thing to do with new screen there are some ways to insert images to those that work quite reliably but still it's nice.

 

Well i dont really have credentials... i am a Computer Science Undergrad and a simple modder- i've created the pigeon gun(as a joke) and currently i am working on "Second Wave Reborn" to add more and more second wave options from the old XCOM:EW. i dont know if i have the time to work alone on code for a huge project but for a small to medium one sure (going back to uni next week)

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Okay -- back to business.

 

http://s16.postimg.org/nh3ni2xmt/Archives_Sample1.png

 

It might not be much but at least -- it's a start.

 

Each Research Techs (and other gameplay facts) will receive colored references straight off the various Drop-Down lists that match the Hexa-Tree flow concept (to be revealed later).

This new parsing principle has a clear advantage; grouped categories -- Objectives, Research, etc.

 

:D

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You can now experience some of its features (temporarily) by installing qUIck_RCP.

Mostly, the coloring schema and each "Tech" related tag numbers are available.

 

Get used to it! :ninja: :laugh:

Edited by Zyxpsilon
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Stepping (much) deeper into structural framework tests...

 

 

 

http://s29.postimg.org/bereq3giv/LABy_Tree_Test2_sample.png

 

 

 

Early results which should fit nicely straight up into the vanilla GFX components without limiting functionality of default principles.

Generally... Autopsies, Weapons, Armors "sections" while you'll get Starter details (Infinite Ballistics + Items + Kevlar, Facilities, etc) on top.

 

EDIT -- it's now very nearly done... the "Golden Path" column that begins with the "Blacksite Mission" on the panel right side. :D

 

That just about defines the generic framework of the Tech-Tree itself. The green arrow indicates how it will be accessed in a number of gameplay contexts... the tiny white "Reveal symbol" ( http://s21.postimg.org/4v1eau6rn/status_revealed_W.png Familiar !? ) is an indirect shortcut that would appear when necessary and invoque a secondary layer over any of the description texts currently in focus -- hiding them with the interactive flow-chart where clickable items will gain some HUD attention & offer supplemental details via secondary popups (similar to the "After-Action-Reports" that stack multiple unlocked panels).

 

The bottom trio (maybe some more later) of icons will be used to deploy "external" Info-Panels; Loot, Regions & Continents, Weapon-Stats, etc.

 

PS; Note that the "[06] Avatar Autopsy" is represented by this icon (( http://s11.postimg.org/t29whenfz/Tag_Autopsy_Avatar.png )) right above the two final missions (( Tower & Fortress http://s7.postimg.org/61d2simqf/Tag_Fortress_Win.png ))

 

Many more details to iron-out.. but these are related to optimal code choices where quicker processing remains a target goal for me. Might get some precious help from a cool UC coder, btw. Not ready yet to make it all official -- but once *WE* get down to producing actual modding assets, we'll make sure to inform everyone of our progress. Soon followed by this MOD upload to Steam & possibly Nexus too.

 

Stay tuned!

Edited by Zyxpsilon
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AND... absolutely great news people! :dance:

:yes:

Superd22 (aka- ²²² on Steam, the Green Butterfly that created the crazily efficient "ShowMeTheSkills" mod) has just been officially confirmed as the main precious Coder for this project... which certainly means the end results will be of much better quality or more importantly -- be released much faster to the community of players out there!!

Edited by Zyxpsilon
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